Rayman 2: The Great Escape/The Menhir Hills
From SDA Knowledge Base
- Main page
- The Hall of Doors
- The Woods of Light
- The Fairy Glade
- The Marshes of Awakening
- The Bayou
- The Walk of Life
- The Sanctuary of Water and Ice
- The Menhir Hills
- The Cave of Bad Dreams
- The Canopy
- Whale Bay
- The Sanctuary of Stone and Fire
- The Echoing Caves
- The Precipice
- The Top of the World
- The Sanctuary of Rock and Lava
- The Walk of Power
- Beneath the Sanctuary of Rock and Lava
- Tomb of the Ancients
- The Iron Mountains
- The Prison Ship
- The Crow's Nest
For information about tricks this page might refer to, see the main Rayman 2 page.
- On the return trip to the level, you can skip the first cutscene by pressing B.
- You can skip the Murfy text that appears after you cross the first thorn field. Just avoid stepping too close to the thorns. Video (#2)
- You can avoid waking up the first two pirates by walking past them sufficiently slowly. If you don't wake them up, the door behind them will stay open. It may be faster to open the door by killing the pirates, though. Video (#2)
- As you leave the room with two pirates, a short cutscene shows Rayman running and jumping into a pit. You can skip the cutscene and fall down the pit faster by jumping just before the cutscene activates.
- At the end of the first walking shell section, you can boost off the side of the ramp and jump in midair to skip destroying the door. Video (#1)
- If you wish to destroy the door instead, don't aim the walking shell directly at the door. Doing so can cause it to bounce off the door without blowing up. Instead, aim at the wall next to the door.
- In the room with some purple Lums, you do not need to use all the purple Lums to reach either the cage or the exit. You can also pull yourself through the railing. Video (#3)